I'm currently using drawLine3D to draw a boundary around a given play area, however the quality of the lines is significantly reduced due to the Sharpen Post Process filter which creates artifacts around the lines
I'd like a way to draw a series of filled/empty triangles/quads/polygons instead, not only for boundaries but also for various other custom runtime shapes.
This is also to help keep everything strictly server-side and avoid the player requiring additional 3D model content for custom helper markers.
Examples:
onEachFrame { //Triangle - Shared colour, filled (default = true) drawTriangle3D [ pos1, pos2, pos3, [1,1,1,1], true ]; //Triangle - Shared colour, outline only drawTriangle3D [ pos1, pos2, pos3, [1,1,1,1], false ]; //Triangle - Per vertex colour, filled drawTriangle3D [ [pos1, pos2, pos3], [col1, col2, col3], true ]; //Quad - Per vertex colour, filled drawQuad3D [ [pos1, pos2, pos3, pos4], [col1, col2, col3, col4], true ]; //Polygon - Per vertex colour, outline only drawPolygon3D [ [pos1, pos2, pos3, pos4, pos5, ...], [col1, col2, col3, col4, col5, ...], false ]; };
Supporting a unique colour per-vertex is important as it will allow for greater control of transparency across the triangle. For example, allowing transparency fades based on distance from the player. This would also be useful for drawLine3D.
Use cases:
- Play area boundary (semi-transparent wall)
- In-world GPS arrows/guide-lines and other guidance features
- Additional augmented-reality purposes, such as in-vehicle targeting reticles or unit-worn eyepieces
Issues:
- Performance due to drawing 3D geometry via scripts
- Potential alpha sorting issues
I would find this feature incredibly useful for gameplay purposes, hopefully you can also provide some feedback on likely such a request would be filled. Thanks!